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Question regarding sustained spells

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FenrisWolf

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« on: <01-11-11/1327:18> »
I'm not sure I understand the rules regarding sustaining spells.  As I read it, if a mage casts a spell with a sustained duration, he suffers a -2 dice pool modifier for all tests.  I believe that this may stack with each additional sustained spell.

Here's what I don't understand.  The spell Combat Sense is a sustained spell.  It provides a positive dice pool modifier to reactions.  However, due to it being a sustained spell, the caster would have to have three successes to give a single net success to reactions (+3 from hits during casting, -2 from sustaining the spell, providing a net +1).  Is that correct?

Dahrken

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« Reply #1 on: <01-11-11/1345:44> »
Yes, if he sustain the spell himself. That's why sustaining focus are a valuable commodity.

KarmaInferno

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« Reply #2 on: <01-11-11/1346:31> »
Pretty much.

Which is why most folks throw it into a Sustaining Focus rather than maintain it manually.




-k

FenrisWolf

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« Reply #3 on: <01-11-11/1359:15> »
Got it.  A player can purchase a sustaining focus during character creation with a maximum force of 3 (availability 12).  How exactly do they work?  If a player had magic of 5 and spell casting of 6, do they need to reduce the force to 3 during the casting to use the foci?  If so, would they then roll magic of 3 and spell casting of 6 to determine the net hits?

Bradd

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« Reply #4 on: <01-11-11/1401:59> »
You can use your full Magic score even when you cast a spell with lower Force. You just can't roll more than 3 hits if you cast at Force 3.

Dead Monky

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« Reply #5 on: <01-11-11/1402:16> »
They have to limit the Force, yes.  But from what I recall, they roll full Magic and Spellcasting, the Force just limits the maximum number of hits they're allowed.

JohnQ

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« Reply #6 on: <01-11-11/1414:07> »
And don't forget the all important Increase Reflexes with a Sustain Focus to give your Mage/Shaman that extra IP! That is if your spellcaster doesn't have something else providing more than one Initiative Pass in a Combat Turn.
Speed is the essence of war. Take advantage of the enemy's unpreparedness; travel by unexpected routes and strike him where he has taken no precautions.

~The Art of War by Sun Tzu

FenrisWolf

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« Reply #7 on: <01-11-11/1525:05> »
And don't forget the all important Increase Reflexes with a Sustain Focus to give your Mage/Shaman that extra IP! That is if your spellcaster doesn't have something else providing more than one Initiative Pass in a Combat Turn.

Yeah, that was another spell I was thinking of too.  I'm currently creating a shaman and was trying to wrap my head around sustained spells.  I should be able to buy a force 3 sustained spell foci for health spells and have it handle the sustaining requirement for Increased Reflexes.  If I understand this correctly, I roll Magic 5 and Spellcasting 6.  If I use the sustained foci I just limit the number of hits to 3 and I'm good to go.  That would give me a max +2 initiative pass.

JohnQ

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« Reply #8 on: <01-12-11/1046:00> »
You need to declare that your casting it at Force 3, then make your rolls. Jot down the number of 'net hits' just in case someone comes along and tries to attack the Focus to disrupt your spell. That shouldn't happen until after you've played for a while, not session one.
Speed is the essence of war. Take advantage of the enemy's unpreparedness; travel by unexpected routes and strike him where he has taken no precautions.

~The Art of War by Sun Tzu

Lansdren

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« Reply #9 on: <01-12-11/1106:57> »
Only downside with foci is they can be taken from you. Ok well addiction could be a issue as well but that seems less of a problem unless your Mr T'ing it with multiple shinys glowing away in the astral.


edit for correction
"Didnt anyone tell you as security school to geek the mage first?"  "I guess I will just have to educate you with a introduction to my boomstick"

Dead Monky

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« Reply #10 on: <01-12-11/1408:32> »
In other words: Don't be a Christmas tree.

JohnQ

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« Reply #11 on: <01-12-11/1516:21> »
Magic items are to a mage/shaman as cyberware and weapons are to a street sammi. If they get broke, ya buy new ones. Turn them off when you aren't using them too! You don't want to walk around with your Sustain Focus locked on your Force 3 Increase Reflexes 24/7. It's a beacon, as mentioned by Dead Monkey.
Speed is the essence of war. Take advantage of the enemy's unpreparedness; travel by unexpected routes and strike him where he has taken no precautions.

~The Art of War by Sun Tzu

Lansdren

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« Reply #12 on: <01-13-11/0407:08> »
The only real concern I have is when a mage feels they need three (or so) sustaining foci for combat situations. It strikes me that they are at the same time both over and under prepared.
"Didnt anyone tell you as security school to geek the mage first?"  "I guess I will just have to educate you with a introduction to my boomstick"

raggedhalo

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« Reply #13 on: <01-13-11/0648:43> »
Don't forget that hits from Edge dice aren't limited by the spell's Force* so your Force 3 spells could have many more hits than that if you spend Edge and roll well.

Don't bother noting down net hits, though - any hits above the cap are wasted.


*: hence it's worth having two different colours of dice at the table!
Joe Rooney
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JohnQ

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« Reply #14 on: <01-13-11/0827:39> »
Sorry about that info regarding the net hits, I'm still fairly new to the rules too. Playing a Mage though, so getting better using the trial by fire method!
Speed is the essence of war. Take advantage of the enemy's unpreparedness; travel by unexpected routes and strike him where he has taken no precautions.

~The Art of War by Sun Tzu